Coming Soon - Equippable Creature Weapons!

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*GameGeeks
Posts: 14
Joined: Thu Jan 01, 1970 12:00 am

Posted by *GameGeeks »


Swiftbow,Jan 18 2015 wrote: Rather cool! I have a few questions:

How do the creature weapons work with monk attacks? I'm assuming they would replace the monk damage, but maybe they still work with flurry? Do they count as weapons in a manner that would cause a Sacred Fist attack penalty?
Curious for this as well.
*doc
Posts: 87
Joined: Thu Jan 01, 1970 12:00 am

Posted by *doc »


can't wait for this to come out so i can try it out on the Engine.
good thing i shelved it waiting for this, i won't be losing much xp.
*Zahir
Posts: 56
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Zahir »


About the 8th point, if creature weapon is available as wm criteria, why not the normal unarmed attack?
Unarmed monks could use always some support.

Very nice work there!
*Ceremorph
Posts: 1125
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Ceremorph »


@ Gamegeeks: see my response to swiftbow above.
wrote:About the 8th point, if creature weapon is available as wm criteria, why not the normal unarmed attack?
Unarmed monks could use always some support.
Unfortunately, doing this would actually take more work than all that I did on this system. The problem is that the monk abilities depend on having no weapon whatsoever equipped, while the base feat "weapon of choice" is predicated around an equipped item. Monks can always WM with kamas or quarterstaff if they really want to. Of course, monks are also rather feat-poor and would have a difficult time qualifying.
*LadyLightning
Posts: 157
Joined: Thu Jan 01, 1970 12:00 am

Posted by *LadyLightning »


Every weapon of the same weapon type deals a
hardcoded base damage die size. You'd have to
do new proficiencies for any creature weapon
that wasn't 1d4 anyway, and the functionality is
not quite the same in terms of what spells go
where.
*GameGeeks
Posts: 14
Joined: Thu Jan 01, 1970 12:00 am

Posted by *GameGeeks »


They should really be treated as kamas for flurry at the very least. Though realistically they should get the unarmed damage boost. Maybe make duplicates that you can get with the required monk level check when talking to the npc. Your old ones get removed and replaced with the monk exclusive ones. You can also set them to be monk only with Agony's no UMD script incase someone tries and cheats the system with the de-leveler.
*Ceremorph
Posts: 1125
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Ceremorph »


GameGeeks, while that's a good idea, you also get into the issue of what can be used in monastic combat styles. A beholder's bite? A mindflayer's tentacles? As mentioned, it would require a considerable amount of 2da alteration, script edits, and possibly replacing certain hardcoded systems with replacements (what if that hezrou monk wants to take favored soul levels?). Possibly a worthy endeavor, but I personally don't see myself putting in the effort for a small subset of possible builds. If someone else wants to put in that work, though, I don't see myself complaining about it.
*GameGeeks
Posts: 14
Joined: Thu Jan 01, 1970 12:00 am

Posted by *GameGeeks »


Ceremorph,Jan 18 2015 wrote: GameGeeks, while that's a good idea, you also get into the issue of what can be used in monastic combat styles. A beholder's bite? A mindflayer's tentacles? As mentioned, it would require a considerable amount of 2da alteration, script edits, and possibly replacing certain hardcoded systems with replacements (what if that hezrou monk wants to take favored soul levels?). Possibly a worthy endeavor, but I personally don't see myself putting in the effort for a small subset of possible builds. If someone else wants to put in that work, though, I don't see myself complaining about it.
To be fair a beholder punching someone with their eyestalks would be hilarious. I will point out that monk's unarmed strike isn't limited to hands or feet but can use any part of their body so a beholder's eyestalk does fit the parameters as silly as it is. Same for a mindflyer's tentacles.
*Swiftbow
Posts: 43
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Swiftbow »


Ceremorph,Jan 18 2015 wrote: @ Gamegeeks: see my response to swiftbow above.
wrote:About the 8th point, if creature weapon is available as wm criteria, why not the normal unarmed attack?
Unarmed monks could use always some support.
Unfortunately, doing this would actually take more work than all that I did on this system. The problem is that the monk abilities depend on having no weapon whatsoever equipped, while the base feat "weapon of choice" is predicated around an equipped item. Monks can always WM with kamas or quarterstaff if they really want to. Of course, monks are also rather feat-poor and would have a difficult time qualifying.
Thanks... my particular monk is a dragon, so I can't use regular weapons anyway. But it's cool either way!
*Agony_Aunt
Posts: 855
Joined: Thu Jan 01, 1970 12:00 am

Posted by *Agony_Aunt »


Regarding Flurry - the list of weapons that can be flurried with are hardcoded, therefore its not possible to change to allow creature weapons to work with it.

A hack i'm working on at the moment with regards to Drunken Master (who will kind of be able to flurry with improvised weapons (clubs)) imvolves granting extra attacks if they qualify for flurry as well.

Perhaps something similar can be done with creature weapons. But lets get the existing system in first and see how it works.

And good catch to the person who mentioned sacred fist. I think we overlooked that, so we will get that sorted for release. Of course Sacred Fist with the new creature weapons should not get a penalty.
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